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Netheril : Age of Magic

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Author Topic: Quest Idea  (Read 39372 times)

ElvenStarr

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Quest Idea
« on: January 22, 2018, 10:51:21 am »
Hey Guys,

Looking for some suggestions on Quests. So if you have some ideas in mind.

Feel free to post them up here and we will see what we can do.


« Last Edit: January 22, 2018, 11:00:17 am by Tinker »

Master_Sarevok

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Re: Quest Idea
« Reply #1 on: January 22, 2018, 02:56:15 pm »
Some netherese arcanists magical experiment is lose in the sewers and we have to kill it for said arcanist. Basic and simple

Rainman

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Re: Quest Idea
« Reply #2 on: January 23, 2018, 09:56:15 am »
Some netherese arcanists magical experiment is lose in the sewers and we have to kill it for said arcanist. Basic and simple

I can do that, simple low-level quest or are you thinking harder?

Keep the ideas coming in, we have a lot of quests done like rats and bugs and some higher level ones

Build it and they will come.

Master_Sarevok

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Re: Quest Idea
« Reply #3 on: January 23, 2018, 10:20:21 am »
Could be a low lvl quest in the starter dungeon that would give new players a chance to meet, and group up and start initial rod that make alliances or rivalries.

Another quest could be helping a villager find their pet. There was a quest like this on an old server I use to play on. Ah I shall always remember the fond days of looking for radger the badger

Mortui

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Re: Quest Idea
« Reply #4 on: January 23, 2018, 01:19:47 pm »
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Quest: Imperfect Experiments
Difficulty: Easy, rec party 2+, rec levels 4+
Information: An up and coming Arcanist in Hadrian is in desperate need of aid, his (admittedly rather poor) experiments lab was contaminated by accident and quite a fair few slimes, ochre jellies and puddings have materialized from a failed conjuring ritual and overrun his lab. Careful for weak spots in the floor or your leg may get caught! (Reflex save vs web/tangle in broken spots on floor)
 Lore + Spellcasting roll to disable ritual on a cauldron/summoning circle for additional XP and rewards (triggers additional boss battle, black/white pudding perhaps, as the magic is expunged) or break cauldron/summoning circle for 'normal' rewards and chastisement for property damage.

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Quest: Another Day in Hadrian
Difficulty: Trivial
Information: Courier Quest, introductory to introduce players to important merchants/NPCs in Hadrian. Large XP/moderate gold reward to get players started. (Assuming server starts at level 1).

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Quest: Remnants of the Saarukh
Difficulty: Hard/Very Hard, party rec 4+, level rec 11+
Information: A cavern system deep in size and far away from Hadrian has been discovered to have remnants of one of the creator races put in stasis to attempt to survive their extinction and attempt to overtake the local lands. Punish their hubris and steal their ancient treasures. (Should be a cave system that leads into a hidden elaborate dungeon), ensure there are spellcasting mobs and rogue mobs, as well as traditional beefcake mobs. (Quest should be very difficult and very much out of the way, a reward for characters willing to go the extra mile and do harder quests.) Optional Superboss: Sarrukh Noble/Queen/Lord, normal playing of the quest would have the Sarrukh sealed away before it can finish being revived from stasis but an optional ending for a particularly profitable reward of consumables/gold/loot. (Boss should be a mage with two or three 9th circle spells, one timestop, one meteor storm, possible a Mordenkainen's Disjunction)

Mortui

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Re: Quest Idea
« Reply #5 on: January 23, 2018, 01:47:34 pm »
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Quest: Preemptive Strike
Difficulty: Hard/Moderate, party rec 5+, level rec 7+
Information: The Captain of the Hadrian Guard has caught wind of a Barbarian encampment off in the North/East/South/West of the township, unwilling to risk the township by sending his guards to go purge them, he outsources the job to you, the adventurers. Barbarians should put up initially a strong resistance and get weaker and weaker as the quest goes on and you begin killing younger and younger foes, it's eventually revealed that the Barbarians had no intent of raiding Hadrian for the time being and had in fact been recovering from a plague.
Chief of the Tribe is nonhostile and can be spoken to, he begs for the party to leave the remainder of the tribe that are unwilling/incapable of fighting alone and take a portion of the Tribes treasury (slightly less than reasonable gold reward per head, maybe some consumables), optionally the party can decline and murder him and completely loot the encampment along with the reward from the Hadrian Guard Captain. (Chieftain should be equivalent to 3 or 4 of the beginning tribal warriors, the hardest encounter in the quest but not unmanageable as he is old. Possibly a Cleric or a Barbarian.)

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Quest: Goblins Again?
Difficulty: Easy/Moderate, party rec 3+, level rec 4+
Information: Kill a large horde of goblins near Hadrian who have fortified themselves inside a cave, collect weird goblin loot and enjoy their screams. Very straightforward quest.

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Quest: Gnomercy
Difficulty: Moderate/Annoying, party rec 2+, level rec 6+
Information: The Gnomes living in the slums of Lady Valstiir's enclave are throwing a party! It's very distracting and one of the guards will pay you a hefty sum to go beat some sense into the Gnomes. They'll mostly use holding spells, colour spray, grease, invisibility, haste, etc. Very few damaging spells. Make sure that there are three different types of gnomes that look similar/identical, one with an evil alignment, one with neutral and one with good so that players will always be rolling vs the mind affecting. (For purposes of the story behind the quest, Gnomes that 'die' are just knocked out and don't have much HP, there's just a lot of them.)

Mortui

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Re: Quest Idea
« Reply #6 on: January 23, 2018, 02:02:02 pm »
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Quest: A Test..
Difficulty: Very Hard, party rec 1, level rec 10+, ARCANE CASTERS ONLY, TAKE WITH DM OVERSIGHT FOR MAXIMUM FUN
Information: Lady Valstiir has a standing offer available for those who think themselves worthy of a staff infused with some of the power her Mythallar can provide, perform a set of increasingly difficult puzzles ranging from common sense, pattern recognition and critical thinking and then a mage duel with an illusory copy of the Lady herself, obviously far scaled down in strength with no risk of death. If the quest is failed at whatever point, the player must get a DM to personally reset it and the character must impress/beg the Lady Valstiir herself for a second chance.
Notes: Reward should let you pick from a range of different staves, possibly 3-7 per class combination depending on the characters chosen school of magic/preference if Sorc or Bard.

Mortui

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Re: Quest Idea
« Reply #7 on: January 23, 2018, 02:11:54 pm »
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Quest: A Wild-walkers Duty
Difficulty: Moderate, party rec 1-2+, level rec 4+, druid/nature rangers/nature barbarians only
Information: Ideally several of these should be scattered around the server and provide ways for outcast and wild-walker characters to get some EXP and a little bit of an income, can range from aiding wounded animals to killing blighted plants/creatures. Ones in particularly dangerous areas might spawn ferocious beasts that can't be animal empathied easily/at all that need to be killed as they've been severed from their normal natures and been made to run amok and damage things that they should not.

Mortui

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Re: Quest Idea
« Reply #8 on: January 23, 2018, 02:35:39 pm »
Last one for tonight!

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Quest: The Curious Case of the Gentleman, Sutton.
Difficulty: Moderate, party rec 2-3+, level rec 3+
Information: A dapper gentleman has offered an outstanding sum of gold for someone who can help him figure out what is going wrong with him every few nights or so, he's chalked it down to a pattern that should reoccur tonight. The characters should stand guard outside his room (and talk to a placeable when ready) only to hear screams and ripping sounds from inside. Large rats swarm the house and when all of them are killed a Wererat breaks down the door and attacks the party. As it is slain it is revealed to be the dapper gentleman, having apparently suffered from one of the first recorded cases of Lycanthropy. Characters have an option to turn themselves in for the murder (and suffer whatever penalties appropriate, loss of gold but increased XP gain and perhaps some lawful points if a DM is witnessing it) or the characters can ransack the house and get their just payment (large sum of gold, less XP than previous option), agreeing to never speak of their secret accidental murder again.

Master_Sarevok

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Re: Quest Idea
« Reply #9 on: January 24, 2018, 01:10:13 am »
Quest: she’s mine! No mine!

Lvl 1-5, largely social skills like bluff or persuade.

Two minor arcanists each are vying for a ladies attention. Each can give the quest. Both ask the adventurer(s) to carry an insulting poem to the lady and declare it’s from the other. They can either then talk to the lady, read her the poem and either tell the truth or the lie. This solves the quest, and gives a minor reward. Or they can go to the other mage, tell him what the other bachelor said and be offered the same amount of coin to not tell the lady the poem is his and rat out the other. A persuade check can net a front payment. They can then go to th lady or go back to th first and tell him what the second man did and can with a skill pass get another, perhaps slightly more front payment to do the deed or just an equal payment.

If the players go right away to the lady to give the poem, the reward is a good amount of gold and maybe a small amount of xp. If they successfully bluff the two bachelors to give them a down payment, then can them have a third option to rat them both out for heir childish behavior and have the last dump both their asses. This nets no gold other then the down payment, but a big do boost.


Rainman

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Re: Quest Idea
« Reply #10 on: January 24, 2018, 01:24:48 am »
I like what I am seeing :)

We will do our best to get some of these ideas IG
Build it and they will come.

Master_Sarevok

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Re: Quest Idea
« Reply #11 on: January 24, 2018, 01:39:43 am »
Something that can perhaps introduce new players to factions and politics of Netheril.

For the Cause. Lvl 1. One party member only.

Players meet a runner for a terrorist Low Netheril cell and hires them to get supplies from some drop points and come back with them. Success lands some xp and gold, and info on the tensions between High and Low Netheril. Can also be completed by going to a High Netheril agent, who pays the same gold and xp for telling him of the terrorist. And gets a similar detail on the tension between High and Low but with a more HIgh Netheril bias.

Spirit Journey: Barbarians Only. Lvl 1-5. Solo.

Barbarian characters can seek out and speak to a barbarian shaman that will take a spirit journey, teleported to a fugue like realm where they must battle goblins and other spirits before reaching a point of light. If they die, they are brought back from the plane and told they failed. It can be reattempted with DM help. If they reach the point of light they return and are given an option to "Choose" their spirit guide, meaning it goes like the shaman asks what did they see and they get a list of answers of different animals. Depending on the animal they pick they get a totem item amulet, that gives them a benefit. Benefits can range from a spell ability they can activate once per day that acts like a Bull Strength. Cats Grace. Endurance. Eagles Splendor or Owls Wisdom or Foxs cunning. A magical resistence of 12. A buff to saves like Will or Fortitude. Or even a minor damage reduction.

Orcs Strong: Half Orcs only. lvl 1. Introductary.

Half Orcs can meet an old half orc bruiser in the slums or sewers who shows them the setting of the area and special knowledge half orcs should know and what they can expect to be treated like. Which is probably bad. He has him take a few deliveries to some fellow half orcs, each giving him either a small bit of coin or an item like a dagger or some leather armor. Nothing magical, but still useful. After this, the half orc bruiser goes on a bit more on humans and their ugly weakness and evilness and offers the player half orc a gift, a amulet of Grummush. They player can either accept this, naturally the item would only be for evil players and accepting it would incur some evil points or something. Or reject it. If they reject it the half orc bruiser spits at them and tells them they will learn. Or if they accept, they smile and tells them that one day orcs take revenge on humans.


Rainman

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Re: Quest Idea
« Reply #12 on: January 24, 2018, 01:48:20 am »
Quote
Spirit Journey: Barbarians Only. Lvl 1-5. Solo.

Barbarian characters can seek out and speak to a barbarian shaman that will take a spirit journey, teleported to a fugue like realm where they must battle goblins and other spirits before reaching a point of light. If they die, they are brought back from the plane and told they failed. It can be reattempted with DM help. If they reach the point of light they return and are given an option to "Choose" their spirit guide, meaning it goes like the shaman asks what did they see and they get a list of answers of different animals. Depending on the animal they pick they get a totem item amulet, that gives them a benefit. Benefits can range from a spell ability they can activate once per day that acts like a Bull Strength. Cats Grace. Endurance. Eagles Splendor or Owls Wisdom or Foxs cunning. A magical resistence of 12. A buff to saves like Will or Fortitude. Or even a minor damage reduction.


We will have Barbarians in the plainlands called Patrician Plains, could have the quest start at a village out that way with a Sharam?
Build it and they will come.

Rainman

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Re: Quest Idea
« Reply #13 on: January 24, 2018, 01:52:28 am »
Quote
Quest: Goblins Again?
Difficulty: Easy/Moderate, party rec 3+, level rec 4+
Information: Kill a large horde of goblins near Hadrian who have fortified themselves inside a cave, collect weird goblin loot and enjoy their screams. Very straightforward quest.

Pumpkin goblins :) who are stealing pumpkins from a farmer and taking them back to there village in the swamps, serving a twisted end boss who likes the pumpkins as a tribute.
Build it and they will come.

Mortui

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Re: Quest Idea
« Reply #14 on: January 24, 2018, 01:56:05 am »
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Quest: The Hidden Library
Difficulty: Trivial, no combat. Only has a chance to spawn randomly throughout the module and the transition disappears after completion until reset.
Information: A hidden library is discovered, clearly a cache of long forgotten knowledge that old civilizations in the Frontier were privy too. Much of the libraries contents have been damaged due to time or mold, but some books have survived.
Library should contain scrolls balanced to the players level, 2 circles below and one circle above. Library should also contain history and fiction with a very rare chance to contain summoning theme books. 5% chance as a non-conjurer, 10% eith SF: Conjuration, 15% with GSF: Conjuration and 20% with GSF: Conjuration and Conjuration as your spell school. (Summoning tomes should be randomized but should have a chance for dangerous summoning themes such as Abyssal, Aberrant, Celestial or Infernal + others. Maybe even impossible without DM spice.)